Categories
Advanced & Experimental Group

Week 26:Group work(Water)

My role in the group project was Look dev Artist, responsible for the water, animal and plant sections. First of all in the first week I chose to prioritise the water section as it needed time to be simulated.
The water system was created using the Boss system in Maya. The overall material is transparent, so that it can be combined with the swimming pool created by another Look Dev Artist. The first thing you need to do in Maya is to go into the FX panel.

Create a base geometry for the water surface, such as a Plane or Polygon Plane.
Open Maya’s Animation Layer Editor.
In the Animation Layer Editor, create a new animation layer by clicking on the “+” button in the top right corner or using the “Create Layer” option in the menu bar.
Name the newly created animation layer ‘Water Surface Effect’ or something else appropriate.
In the Animation layer parameter settings area, you can adjust the Weight value of the animation layer to control the intensity of the layer’s effect on the water surface effect.
In the Timeline area of the animation layer, you can select attributes or keyframes to add to the animation layer and drag them onto the layer’s timeline to create an animation effect on the layer. For example, use displacement, rotation or scaling to simulate a ripple or ripple effect on the surface of the water.
Other effects can also be added to the animation layer such as material changes, texture distortion, etc. to enhance the water surface effect.

Categories
Advanced & Experimental Personal

Personal Project:Part 2

The second part is the magic cage. The reference for this part comes from the skill effects in Blizzard’s classic MMO World of Warcraft. Firstly magical backgrounds often require a special meaning to be given to a particular item, which is then given a background of sealing and suppression. This is key to moving the story forward, so this part of the effects takes up a fair amount of the footage. World of Warcraft is an industry leading game and its references are crucial to my FMP.

This magic cage was used as a key restraint to move the story forward in the final production. The overall production relied on Pyro and POP particle systems to give movement and direction to complete the initial production of this section.

Categories
Advanced & Experimental Personal

Personal Project:Part 1

The first part is a magical portal particle effect that takes its reference from Marvel Studios’ Doctor Strange. In both Doctor Strange and The Avengers, when Doctor Strange makes an appearance, it is often accompanied by a magical portal effect, a key accompanying element in the same type of special effects film, in characters such as wizards and mages. This will need to be designed according to the scripting requirements in FMP.

It will occupy a fairly large shot in FMP. A second character, the wizard, will appear through this portal in a pre-defined altar scene. This portal has been created using a large amount of Cd to make the portal colourful, with separate particle and smoke layers to facilitate modifications to each section.

Categories
Uncategorised

Week 22 – Matchmove

Categories
Uncategorised

Term 3 – Personal Project

Categories
Collaborative

Week 8 – Collaborative Unit Vita

Categories
Collaborative

Week 8 – Collaborative Personal Show Reel

Categories
Collaborative

Week 08 – Collaborative Reflection

Our collaboration project was very interesting, we used many different techniques throughout the film to achieve the final effect, and because of this, many problems and difficulties arose. However, these difficulties were solved by my partner and I working together.

In this collaborative project, I was mainly responsible for the visual effects, such as the pond, the interaction between objects, the creation of ink effects and the wind blowing plants. Due to my work habits, most of the effects are done using the pop and vop system of Houdini, and the physical effects in Houdini have special requirements for the model assets. Most of the time we need to use a whole model as an emitter or object solver for particles, and although I used to work in a studio, I didn’t work directly with animators, so I overlooked this and forgot to tell my partner, which led to me having to use a lot of Group nodes in Houdini to remedy this. We needed a lot of physics interaction with particles and fabrics, and even a three-way interaction between fabric, fluid and rigid body, which I had never attempted in my previous studies and workflow. After reviewing the information I finally chose to first calculate the interaction between the rigid body and the fabric, then export the solved fabric as an abc file and then calculate the interaction with the fluid. I learnt from working on this problem that in many processes you should try to keep the problem as simple as possible rather than overcomplicating it. The final issue is related to the export of objects after solving them in Houdini. For example, the bamboos and their shadows in the film were created in Houdini, but the exported abc animation file was too large due to the number of faces and calculations, which caused a problem with stuttering after importing into Maya, and we finally solved this problem by changing the packing method of the exported abc.

I think I have improved in three ways during this project. Firstly, the technical aspects of the project. Although I have worked on a number of films and TV series before, there were still a lot of shortcomings. By solving problems during this project, I was able to further consolidate my skills and learn a lot of new ways of creating different effects in Houdini. The second thing that I have improved is the management of emotions. Everyone is different and independent, and the constant work on collaborative projects can often be very stressful and lead to negative emotions, as it did for me and my team members. However, we all adjusted our emotions in a timely manner, maintained good communication and ultimately completed the entire short film. I am very grateful to my partner for his support and encouragement during the collaborative project, and hope that we can continue to work together to improve the shortcomings of this short film in our subsequent free time.

Categories
Collaborative

Week 7 – Collaborative

During the week I worked on the fish, lotus and water interaction effects as well as the ink effect. However, in the end the amount of particles was too large for the water to solve and the effect had to be weakened, but it was still evident that the objects were rendered correctly when interacting with the water and that the water gave timely feedback.

During the week I worked on the fish, lotus and water interaction effects as well as the ink effect. However, in the end the amount of particles was too large for the water to solve and the effect had to be weakened, but it was still clear that the objects were rendered correctly when interacting with the water and that the water gave timely feedback. The ink effect was created using a system of smoke and particles, which was combined with VEX by varying various parameters such as particle lifetimes and emission rates to give the effect of ink.

Categories
Collaborative

Week 6 – Collaborative

My production focus this week was on importing the fish animation and paper model created in Maya into Houdini to work with the previously created fluid for the fabric solution. The focus in this workflow was on the fabric solution. The paper model Vellum Cloth was created as a fabric by giving it properties, and the fish model was given a VBD node to read the volume to collide with the fabric. The collision-accepting paper is exported as Alembic and imported into the fluid project file for the secondary interaction solution.